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The long-awaited revamp of the Feca will arrive with the next update, and today Grou want to share with you the planned changes! Discover later on more details on these modifications to continue to have an early dialogue and ensure that they are as close as possible to your expectations.We have decided to present to you this revamp spell by spell as if we were presenting a new class because, as you will see, the Feca will be having a complete overhaul of his spells!

Discover right now the proposed changes for this class and share with us any feedback you may have, so that we can send them to Grou.

please note that the order of spells, their names and values ​​are still subject to change!

Revamp Goals

The main purpose of this revamp is to allow the Fecas to better fit into a group: to give them a real role and the tools to do so. The Feca has three main possibilities: damage dealer, tank or support. Each is represented by a branch even though the Feca may seem more oriented towards multi-elements.

The main important changes to make note of regarding this revamp are as follows:

The modifications made to the spells which will only provide a single Glyph or Armor, in order to limit the old cases of the Feca with Glyphs or Armor so situational that they became unusable.

Glyphs and Armor will no longer cost WP to no longer limit the gameplay of the class, and to avoid for the Feca to become a single target damage dealer with no define role at the end of combat.

Some spells will be able to move the Glyphs. For example: when using a negative Glyph, the spell will inflict damage and place the Glyph under the target. For a positive Glyph, the spell will place the Glyph under the ally and the base spell damage will be inflicted on a target 2 or 3 cells adjacent to the glyph.

The tanking branch will receive tools to protect allies, therefore tanking will be more useful for the allies.

The damage dealing branch will be able to compete with all the available bonuses of the other damage dealing oriented classes.

Feca Absorption: For each AP from an inflicted attack, the Feca will loose 1 state level and heals the Feca: 0.08 Earth HP x Feca level.

Feca's Shield: Creates a shield with 1 Earth HP per level.

Fecabo

Cost: 2 AP

Range: 1 - 4

Area: -

Line of Sight: Yes

Boostable range: No

Conditions: -

Damage (level 1 - 100 - 200): 2 – 21 - 40

Effects: If the spells causes damage, it will give +2Feca Absorption levels +16 Feca's Shield levels (at level 100). Armor: Attracts the armor carrier of 2 cells at the start of turn of the Feca if the target is at least 2 cells (at level 1) from him. 2 charges.

Fecammer

Cost: 1 PA & 2 MP

Range: 1 - 3

Glyph area: Dot

Line of Sight: Yes

Range boostable: No

Conditions: 1 per target

Damage (level 1 - 100 - 200): 3 – 39 – 75

Effects: +1 Feca Absorption level +40 Feca's Shield levels (at level 100). Glyph: possibility to cause -3MP maximum: -1MP at start of turn (90% chance at level 100). Once at level 50, it also unlocks a bonus of -1 MP (70% chance at level 150) at start of turn and again once at level 100, it also unlocks a bonus of -1MP at the start of turn (90% at level 200). 2 charges.

Defensive Orb

Cost: 3 AP

Range: 1 - 4

Area: -

Line of Sight: Yes

Boostable range: No

Conditions: -

Damage (level 1 - 100 - 200): 3 – 32 – 61

Effects: If the spell causes damage, it will give +6 Block+3 Feca Absorption levels +24 Feca's Shield levels. Armor: Decrease damage of 100% (level 100) and gives back the total damage absorbed at the destruction of the armor. 1 charges. Cannot be used on a target already carrying Perfect Armor and vice versa.

Glyph: Can inflict a loss of 3 MP maximum: -1 MP at start of turn (90% chance at level 100). Once at level 50, it also unlocks -1 MP at start of turn (70% chance at level 150). Once at level 100, it also unlocks -1 MP at start of turn (90% chance at level 200). 2 charges.

Here is one of the Earth visual effects being worked on for the Feca revamp (not final)!

Water Branch

Drip

Cost: 1 AP

Range: 0 - 3

Area: -

Line of Sight: Yes

Boostable range: Yes

Conditions: -

Damage (level 1 - 100 - 200): 1 – 12 - 23

Effects: Moves the Fecammer glyph under the target. Enemy Repelling Armor: Pushes back the target 1 cell then, at the Feca's start of turn, the carrier of this Armor will back up 1 cell if he is 1 cell away (3 at level 100, maximum 6) from the Feca. Allied Armor: Makes the target untackable for the target's next move. Does not inflict damage to allies. 1 charge.

Steam

Cost: 3 AP

Range:1 - 2 2 - 4

Area: Dot

Line of Sight: Yes

Boostable range: Yes

Conditions: -

Damage (level 1 - 100 - 200): 3 – 45 – 87

Effects: Glyph: Creates a shield with 30 Earth HP at level 100 (58 at level 200) for the allies who starts their turn above it. 2 charges. Cross area of 2 cells.

Bubble

Cost: 2 AP & 1 MP

Range: 0 and 3 - 6

Area: -

Line of Sight: No

Boostable range: Yes

Conditions: 2 per target and per turn

Damage (level 1 - 100 - 200): 3 – 40 – 77

Effects: Moves the Flaming Carpet glyph under the target.

Allied Armor: Allows to gain up to 2 Range: +1 Range at start of turn (100% at level 100). Once at level 100, also unlocks another +1 Range at start of turn (100% at level 200). Enemy Armor: 50% chance to apply the Disoriented state level 1 (100% at level 100). Once at level 100, also unlocks another 50% chance to apply the Disoriented state level 1 (100% chance at level 200). At the end of the Armor, the enemy is immuned to the Disoriented state for 1 turn. 2 charges.

Crashing Wave

Cost: 4 AP

Range: 0 and 2 - 5

Area: -

Line of Sight: Yes

Boostable range: Yes

Conditions: -

Damage (level 1 - 100 - 200): 4 – 54 – 104

Effects: Moves the Fecastopheles glyph under the target. Allied Armor: Creates a shield of 37 Water HP at level 100 (71 at level 200) at the start of turn of the carrier. Enemy Armor: Creates a sphere at the start of turn of the carrier that absorbs 37 Earth HP at level 100 (71 at level 200) inflicted by the carrier. 2 charges. The Shield will absorb 70% damage from an attack and cancel Feca Absorption.

Here is one of the Water visual effects being worked on for the Feca revamp (not final)!

Active Specialty Spells

Glyph or Amor

Level 0 cost: 2 AP & 2 PM / max level cost: 1 AP

Range level 0: 0 - 1 / range max level : 0 - 6 without line of sight

Range not boostable

All levels effects: On a target: Places a Neutral Armor. On a cell: Places a Neutral Glyph. On Glyph or Armor: Removes the Glyph or Armor and refunds the spell cost to the Feca.

Perfect Armo

Level 0 cost: 6 AP &1 2 WP / max level cost: 3 AP & 1 WP

Range level 0: 1 / range max level : 1 - 5

Conditions: Limited to 1 per turn

All levels effects: Switches planes the target but does not limit the attacks. At the end of Perfect Armor, it will apply Cracked Armor.

Cracked Armor: It will not be possible to cast Perfect Armor on a target carrying a Cracked Armor.

Teleportation Flux

Level 0 cost: 6 AP & 1 2 WP / max level cost: 3 AP & 1 WP

Range level 0: 1 - 2 in straight line / range max level : 1 - 5 6

All levels effects: Teleports the Feca and the target right in front of him. If at arrival the cell in front of the Feca is unavailable, the target will be placed randomly around the Feca. The range of this spell isn't boostable. If used on the Feca, this spell allows to activate ou deactivate the possibility of moving Glyphs.

Belligerence

Level 0 cost: 6 AP / max level cost: 3 AP

Range level 0: 1 in straight line / range max level : 1 - 5

All levels effects: On monsters: The monsters will make the Feca their priority target. On players: Decrease the damage that are not inflicted to the Feca by 32% (level 0) and up to 50% (level 9). The range of this spell isn't boostable. Limited to 2 uses per turn.

Inversion

Effects level 0: The Feca will lose 2% resistances (+0.5 per level of the Feca ) and the target will gain +2% damage ( +0.5 per level of the Feca). If the Feca is under Inversion, this will withdraw the effects from him and refund the spell cost to the Feca.

Max level effects: The Feca will lose 20% resistances (+0.5 per level of the Feca ) and the target will gain +20% damage ( +0.5 per level of the Feca). If the Feca is under Inversion, this will withdraw the effects from him and refund the spell cost to the Feca.

Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

That was quite a quick judgement, those animations are being reworked, therefore the ones shown are not the final results. We just wanted to show that they are being reworked. They will also be faster as some sprites will be removed.

Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

That was quite a quick judgement, those animations are being reworked, therefore the ones shown are not the final results. We just wanted to show that they are being reworked. They will also be faster as some sprites will be removed.

You shall see the final ones soon.

What can I say I'm secretly an Iop!

It seemed it was being implied those were new animations. it's certainly the impression I got.

That was a super fast reply there Sabs, kudos to you!

I love the idea of the glyphs being more mobile, there was nothing worse than placing a glyph and then it being there useless for another 20 turns unless you've leveled deglyph.

Since the first revamp PDF I changed my Feca into a lock tank, instead of kiting team support, this update emphasises that build perfectly.

Erm those animations 'being worked on' were already there, my Feca has been using those animations exactly as they are being shown there since I started playing it pretty much since release!

Anymore lies you'd like to put our way Ankama?

That was quite a quick judgement, those animations are being reworked, therefore the ones shown are not the final results. We just wanted to show that they are being reworked. They will also be faster as some sprites will be removed.

You shall see the final ones soon.

What can I say I'm secretly an Iop!

It seemed it was being implied those were new animations. it's certainly the impression I got.

That was a super fast reply there Sabs, kudos to you!

,

Thank you.

I can see why they could be taken as the final results, so I added a little "not final" underneath them, so I appreciate that you let us know.

I said it when i saw the notes on the feca thread and ill say it here... this is a snazzy revamp! I really like the changes they are implementing though im not a feca player i have toyed with them and its always been a class ive wanted to love but the glyph cost really turned me off.. this revamp seems to have fixed alot of the issues I found with the class.

Personally, I'm not liking this update very much at all. It seems like it will make my Feca ALOT weaker.... Spell damage has been reduced signifincantly, and the one spell that does do somewhat decent damage (Fecastopheles) now costs a whopping 6 ap.

Seems like Damage Glyphs will still do damage to allies around the activator, which is the main reason that Feca's can't use glyphs in team matches without a good chance of harming team mates more than the monsters themselves.

I'll probably have to re-gear and change elements, which be be costly and time consuming, and even then, I don't see how I'll be able to contend or compete with other "damage dealing classes"

"Alright"? "Not so bad"? Are you guys serious? It looks amazing, one of the best revamps IMO. Feca can finally become a protector or an amazing tank!

My main concern is I had 4 Fecas at one point because they had so many possibilities, tank/support dmg/support kiting ranged dmger (great in 1v1 pvp) 9 cell slayer, the list goes on tbh.

Now the class is much more defined, sometimes it feels like we're all just making clone builds in this game, confined by predetermined sets and builds.

There is so little freedom.

Exactly my Problem with this in my opinion sad revamp. One of the most versatile classes gets condensed to a one trick pony with few variations - compared to the current version.

I think my needs will end up being shared out more between Fogger, Rogues and maybe my Water Eca (mostly because people keep telling me they are underpowered) since playing end game content becomes boring very fast, especially when all you do is stand and lock the most threatening mob.

Considering the current Feca has spells that are so extremely specific you never got to see them activate or when they did, they were mostly drawbacks instead of benefits for you and your party, I think this revamp is going to the right direction. I played a Feca, and ended up just using the same damn spells as everyone else because whenever I wanted to have a tactical choice, it wasn't just worth it.

Yes, it's fun to have 15 different ways to cause damage (Fire glyphs/harmors, Earth armors) to your opponent or 16 different ways to boost your allies or yourself (Water glyphs/armors, Earth glyphs, Peace Armor). It's not fun it's so rare they're useful you'll just end up using 1 or 2. Sometimes, less is more.

As much as I dig the buffs and all there is no way in hell that this is going to stay unchanged.

I mean really? 85 Block before gear in a standard 10 AP Earth Feca set-up? And am I understanding this right that you can make two allies invulnerable a turn, limited to 6 WP? Feca don't use WP for too much now that GoA isn't limited by WP anymore. Their Teleport puts Beacon Sneakin' to shame as well.

I have hope for my own Feca, but simultaneously pessimistic of how much can change in the course of a month. After all I've seen what Grou can do during crunch time to other revamps before.

As much as I dig the buffs and all there is no way in hell that this is going to stay unchanged.

I mean really? 85 Block before gear in a standard 10 AP Earth Feca set-up? And am I understanding this right that you can make two allies invulnerable a turn, limited to 6 WP? Feca don't use WP for too much now that GoA isn't limited by WP anymore. Their Teleport puts Beacon Sneakin' to shame as well.

I have hope for my own Feca, but simultaneously pessimistic of how much can change in the course of a month. After all I've seen what Grou can do during crunch time to other revamps before.

I am looking forward to the new spell animations though.

• Mango

I have to agree with this.

Some of those passives look way too good to be true. I'm sensing some heavy nerfs before its ready for release.